KIWl's profile

> [{quoted}](name=Godfather Star,realm=NA,application-id=A8FQeEA8,discussion-id=8By9jiUJ,comment-id=0000,timestamp=2019-07-20T19:39:52.943+0000)
>
> So paragon except its league of legends? fuck it im down
Glad to see I'm not the only one hurting about the loss of Paragon. Sign me up for this.

> [{quoted}](name=BrightEyesx,realm=EUW,application-id=A8FQeEA8,discussion-id=iMmTEcba,comment-id=000000000000,timestamp=2019-06-16T17:43:21.777+0000)
>
> I 100% support your concept so &lt;33 {{sticker:sg-lux}}
Haha this post was years ago! Surprised you found it among everything out there. Thanks for the support though :P

I like the kit! It's very imaginative, and the abilities individually are very creative. If you don't mind, this was my little piece about your kit:
Passive: I like it and how it potentially interacts with the Q and R. It gives a very interesting hit-and-run aspect to the champion that can be maximised upon.
Q: I know this has been mentioned before, but it does feel hard to get the most out of this ability as possible. I like how it makes a smoke cloud for Auralee, and that she can use it to combo with her passive. However, there would be this decision between *"Do I fire this at the enemy for damage?"* and *"Do I fire this to where I can maximise my passive?"*. This can be achieved on both marks by firing at the enemy *then* running into the smoke cloud, but that would be dangerous for an ADC.
W: I would be careful around infinitely stacking passives like this. If you build enough attack speed, and (for example) took Lethal Tempo, that damage would very quickly stack out of control, even against tanks.
E: An awesome ability all around! I like the semi-Hookshot of it while having the option alive for running someone down. Makes her feel like a huntress!
R: Theoretically I like how it enables you and your Q, but it comes down to how the Q plays out. It also allows for permanent invisibility for the duration if you kept firing your Q, which does seem very unbalanced. Again, once you've taken a bit of time to look into how it plays out and with a little work, this will clear up easily!
If you want, I do have some suggestions for Auralee's kit. If you have a discord, I could DM them to you and you could do with them what you'd like! Otherwise I understand if you don't, I know you've got this! Auralee is looking good, keep it up!
PS: I just noticed you still have "Explosive Arrow" on your ultimate, although I'm pretty sure you mean Night Arrow? Just a heads up :)

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> [{quoted}](name=KIWl,realm=NA,application-id=A8FQeEA8,discussion-id=iANEtkE4,comment-id=00020000,timestamp=2019-06-11T01:56:31.866+0000)
>
> I appreciate the reply, and I'll try answer everything you've talked about here.
>
> Do you think he is quite a bit like Varus? I suppose that Ballistic Missile might seem like a Varus Q, but it does interact differently than eachother. Its less of a Varus - Piercing Arrow/Tristana - Buster Shot and more of a single Jhin - Curtain Call shot that hits like a Rammus - Powerball haha. I also didn't want to turn it into an execute ability. I didn't want his playstyle to turn him into a *Run Back And Finish Them Off* kind of ultimate, similar to Jhin - Curtain Call. I wanted it to be an ability that can set up team fights or break enemies attempting to fight.
Initiating and disruption are two vastly different things, neither of which the ult does well. He either does it in his auto range instantly for insta damage + a bad knockback, or charges it for a long time where he can't move for a barely beyond sight range shot that does the same damage + a further knockback, which doesn't really do anything unless the enemy literally charged forward the entire duration of the channel. For comparison; Varus Q goes 1600 range on max charge, he can still move albeit slowed, and its AOE damage with better scaling. Varus also isn't restricted to firing in a cone. Kaiden's ult as-is is a really bad spell. If you want it to be an intiative style move it needs CC to complement that, not a knockback. If you want it to be a disruptive tool, it needs more than just a potential AOE knockback if its fully charged. Right now it is the "enemy out of range, use ult to kill" because you ain't catching anybody you knocked out of range if you hit them and they don't die lol. In 2 seconds they can move 700-800 units away.
>
> Although I did toy with the idea of turning his E into terrain, it seemed to feel *too* relied upon. People wouldn't be using it as a *Flushing Out* or revealing or DoT tool, but less as an ability to combo with the Q - Tethers. I wanted to keep the purpose of the E - Flush Them Out to what it was designed for, and not used to empower the Q - Tethers further. Besides, there are many walls in League of Legends, no matter the map. With 600 range per shot, you can hit a wall from almost anywhere on the league map.
You want a champion to have skill expression within the kit. Caitlyn can Net->Trap people if she's good. If she didn't have that skill expression she'd never be able to force a trap on anybody. A champions own personal agency needs to exist if you want the skills to make sense with one another. For example, Sion is heavily dependent on his E if he wants to hit a Q. This is fine, because that's the skill expression. If he could just hit a 1 second charged Q without it, E has now turned into purely a damage spell. Right now your Flush Them Out is purely a vision spell when it needs to be part of the skill expression that is core to his damage. Kaiden needs personal agency so there's something more to play around than enemy positioning. As for the 600 range, its 600 range from you. That's really bad. Camille's hookshot is 800. Since it only pulls them 300-200 units anyway, an enemy would have to be hugging the wall already for it to connect.
>
> Well the drastic changes were power spikes of sorts. Right now his attack speed being capped in place of raw, base damage is strong, but is more of a detriment early on. People, as you have mentioned, with higher attack speeds can farm easier and put out more damage faster in a continuous fight early.
> These abilities are power spikes that he would grow into as the game progressed. The passives are also quite simple, albeit wordy (Sorry if its too wordy). Shrapnel deals AoE damage on attack, Combustive deals DoT, Flaring reveals targets. Put them together, and you get multiple people being revealed and set on fire by this monster with an even more monstrous bow.
Shrapnel is kinda a worse Runaan's, Combustion doesn't really do that much damage, and Flaring really should be part of Combustion tbh. It might be just a numbers thing with it being too low on Shrapnel, but Combustion needs some changes so it isn't bad. If you picked that for your ult upgrade you made a terrible choice, its magic damage, and not even that good of magic damage. Its incredibly negligible. It doesn't scale well and it isn't good early.
>
> You do make a good point that I do need to be careful around the attack speed debuff and cap, but I do want that aspect to stay as part of the kit (The numbers are open to change, like all the numbers in this kit concept). I want him to feel like a heavy hitter, not a rapid archer. Jhin would arguably suffer from the same deficit early on by being attack speed capped, the reload. I want him to feel capped early, but unleashed later.
What I was talking about was more the actual stats themselves. IDK if you played OG Karthus, but that animation for his auto was beyond terrible, and it sounds like Kaiden would have one similar early on. When Sivir got reworked, the first iteration had terrible base attack speed because the ult gave attack speed during Ricochet. The problem was that it was so bad that trying to last hit on an ADC was incredibly painful. Morello himself said they took it too far to try and counter the ult attack speed that they gave her some better stats so it didn't feel like you wanted to stab your eyes out trying to last hit. You can't have Kaiden's attack speed be too low early, otherwise he'll stand still too long for auto trading and people playing him will hate early laning phase. If his base attack speed is too close to other ADC's, then you have the issue of him hitting the attack speed cap too early and wasting gold on attack speed. You also have the issue of Hail of Blades and Lethal Tempo ignoring attack speed caps. Trying to fully implement a slow heavy weapon is the hard part. I'd like to see it done well. I absolutely despise how silly Nautilus looks swinging his anchor :L
>
> I'm sorry if it feels like I shot down your suggestions, I really did take them on board and think about them. But I also want to defend the reasons I did what I did. I would say just keep in mind that all figures are subject to change. Thanks so much for the feedback though!
If you take anything from what I've said, work on making it so he's a champion that can work on his own. He shouldn't be fighting himself on succeeding.

> [{quoted}](name=Rockman,realm=NA,application-id=A8FQeEA8,discussion-id=iANEtkE4,comment-id=000200000000,timestamp=2019-06-11T04:12:08.867+0000)
>
> Initiating and disruption are two vastly different things, neither of which the ult does well. He either does it in his auto range instantly for insta damage + a bad knockback, or charges it for a long time where he can't move for a barely beyond sight range shot that does the same damage + a further knockback, which doesn't really do anything unless the enemy literally charged forward the entire duration of the channel. For comparison; Varus Q goes 1600 range on max charge, he can still move albeit slowed, and its AOE damage with better scaling. Varus also isn't restricted to firing in a cone. Kaiden's ult as-is is a really bad spell. If you want it to be an intiative style move it needs CC to complement that, not a knockback. If you want it to be a disruptive tool, it needs more than just a potential AOE knockback if its fully charged. Right now it is the "enemy out of range, use ult to kill" because you ain't catching anybody you knocked out of range if you hit them and they don't die lol. In 2 seconds they can move 700-800 units away.
Although I see where you are coming from, I would like to reiterate that all the numbers/figures mentioned in this champion concept are changeable. I deliberately mentioned that they are likely to be unbalanced and acknowledge that they need some work. Things such as the range, the pull-back speed on the bowstring, the cone range, the damage (etc) are subject to change. I wasn't aware that things like a Varus - Piercing Arrow are 1600 range, so to compensate I would likely make the range of the ability longer too. I do agree with you on how the ultimate interacts though, the large knockback isn't the best concept with which to use his ultimate. How about:
- ... Kaiden can tap the ability to fire the ballista missile 800 range, dealing X damage to the first enemy champion hit and knocking the target back 150 range. If the ability is channeled, the range increases from 900 to X (1600/1800/2000, maybe?), knocks the target back 150 range and stunning them for Y1-Y2 duration (based on duration channeled).
> You want a champion to have skill expression within the kit. Caitlyn can Net->Trap people if she's good. If she didn't have that skill expression she'd never be able to force a trap on anybody. A champions own personal agency needs to exist if you want the skills to make sense with one another. For example, Sion is heavily dependent on his E if he wants to hit a Q. This is fine, because that's the skill expression. If he could just hit a 1 second charged Q without it, E has now turned into purely a damage spell. Right now your Flush Them Out is purely a vision spell when it needs to be part of the skill expression that is core to his damage. Kaiden needs personal agency so there's something more to play around than enemy positioning. As for the 600 range, its 600 range from you. That's really bad. Camille's hookshot is 800. Since it only pulls them 300-200 units anyway, an enemy would have to be hugging the wall already for it to connect.
I understand that lots of champions have skill expressions involving two or more abilities, and it does make sense to try make that work on Kaiden as well. I thought some more about the interaction and agree its a good option for improving the kit. However, I do hope it wouldn't distract players away from using its intended purpose if I did that. Also, like in the first option, I would like to express strongly that the figures/numbers here are placeholders and shouldn't reflect what it *really* should be. The pull range can increase, as well as the Tether shot, but I wouldn't want to make it too long. Something just short of an Ashe - Volley is what I had in mind in terms of range, which (after consulting the League Wiki) is 1250. So perhaps about 1000 range is what I was thinking?
> Shrapnel is kinda a worse Runaan's, Combustion doesn't really do that much damage, and Flaring really should be part of Combustion tbh. It might be just a numbers thing with it being too low on Shrapnel, but Combustion needs some changes so it isn't bad. If you picked that for your ult upgrade you made a terrible choice, its magic damage, and not even that good of magic damage. Its incredibly negligible. It doesn't scale well and it isn't good early.
Again, like the other comments, the numbers are just placeholders, etc etc. I do like having the idea of Flaring separate from the rest as an option, so it can be picked up earlier or later as needed. Plus, it'd be awkward only having two upgrades after all.
> What I was talking about was more the actual stats themselves. IDK if you played OG Karthus, but that animation for his auto was beyond terrible, and it sounds like Kaiden would have one similar early on. When Sivir got reworked, the first iteration had terrible base attack speed because the ult gave attack speed during Ricochet. The problem was that it was so bad that trying to last hit on an ADC was incredibly painful. Morello himself said they took it too far to try and counter the ult attack speed that they gave her some better stats so it didn't feel like you wanted to stab your eyes out trying to last hit. You can't have Kaiden's attack speed be too low early, otherwise he'll stand still too long for auto trading and people playing him will hate early laning phase. If his base attack speed is too close to other ADC's, then you have the issue of him hitting the attack speed cap too early and wasting gold on attack speed. You also have the issue of Hail of Blades and Lethal Tempo ignoring attack speed caps. Trying to fully implement a slow heavy weapon is the hard part. I'd like to see it done well. I absolutely despise how silly Nautilus looks swinging his anchor :L
You know what I'm about to say here haha! No harm done though. I never mentioned Kaiden's attack animation in any part of his kit, so I'm not quite sure why you have this idea of him with a very slow attack animation. It is possible to be quicker than the OG Karthus (Which was SO horrible, I agree!); It could be that he fires the arrow early, and loads another arrow into his bow during the later aspect of his attack animation. Gaining more attack speed may not affect the fire speed of his animation, but could speed up the reload of his later animation.
> If you take anything from what I've said, work on making it so he's a champion that can work on his own. He shouldn't be fighting himself on succeeding.
I appreciate the feedback, but I think Kaiden stands well on his own. Ill say again: The numbers here are not permanent fixtures. So try not to get hung up on the stats and perhaps just focus on how the kit interacts. That was more important the balancing numbers (which I am historically bad at and dont pretend to be good at).

:
I was just in a conversation last week concerning a new adc champion. Someone on here was posting about wanting a new ranger, and I went ahead and tried making one. But in that same conversation, I admitted that what I wanted more was someone who worked sort of like a Fire Emblem "sniper". I have that in quotes, of course, because the Sniper class in Fire Emblem often had bows much larger than they were, and focused more on heavy damage strikes at range instead of chipping away at people bit by bit.
I even made the comment "the only way I could honestly see this working in LoL was if someone used damn near a *ballista* in combat."
So this right here is a beauty to behold. As you say, the numbers could probably use some fiddling with...but as far as a conceptualized model goes, this is a monstrous achievement in many ways.
I'll try and find some spare time to take a poke at your numbers and make a detailed analysis, but between my job and [my current work in progress](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/HFKyTBNc-champion-concept-auralee-phantasm-of-the-isles) I may take a moment. Still trying to get some decent lore going for this one, and find a better way to handle her W. But I'm getting very close to my finished project at this point, and I want to see your concept getting far more attention than it seems to be getting currently.

> [{quoted}](name=ChaosReyn,realm=NA,application-id=A8FQeEA8,discussion-id=iANEtkE4,comment-id=0001,timestamp=2019-06-10T21:47:35.182+0000)
>
>*** I was just in a conversation last week***
Haha what are the chances!! That always seems to be the way though; more often than not you find exactly what you were looking for on here without meaning to! If I had known that, I would've quoted you in the post as the inspiration for this work haha.
I appreciate the kind words, and I'm super *SUPER* glad you enjoyed the concept!
Although I would appreciate the help balancing the numbers of his kit, just keep in mind they're more *placeholders* than actual figures. I didn't balance the numbers because I know that:
- A) League is constantly changing. What is balanced one day may not be tomorrow.
- B) My strength lies in creating kit concepts and character stories, but not in balancing. It never will I'm afraid haha.
Feel free to have a poke around with the numbers, but best of luck with your work in progress too! I'll head over and have a look at it. Thanks again!

:
You need more ways to differentiate him from Varus. Breach is cool, and I would recommend looking at making Tether simpler and more critical to his kit. Like making his E leave a piece of terrain that you can Tether to. That way he has a way to ensure the burn damage. Ultimate needs the most work imo. Too muck like a Varus Q and Tristana ult and doesn’t really synergies with the rest of the kit. As far as theming goes, I think it should be closer to an execute/giant slayer than a pushback. Making the first two passive effects simpler would help, more like the upgrades GP ult has instead of drastic changes. If they change too much you can’t allocate enough power budget for them to be impactful and feel good.
As far as the attack speed thing, be careful of going too far. If he starts below .625 CS’ing is very hard, and if attack speed items are terrible on him he won’t be an ADC, he’ll be an assassin mid. You could do a reverse Graves/Jhin/Kalista thing where his attack speed is fixed on the first part, but the backswing is drastically reduced. He’ll fire it the same, but the renocking of the next arrow is faster. That way you keep the feel of a large arrow, but still retain a reason for attack speed and something similar to an attack speed cap.

> [{quoted}](name=Rockman,realm=NA,application-id=A8FQeEA8,discussion-id=iANEtkE4,comment-id=0002,timestamp=2019-06-11T00:02:14.296+0000)
>
> ***You need more ways to differentiate him...***
I appreciate the reply, and I'll try answer everything you've talked about here.
Do you think he is quite a bit like Varus? I suppose that Ballistic Missile might seem like a Varus Q, but it does interact differently than eachother. Its less of a Varus - Piercing Arrow/Tristana - Buster Shot and more of a single Jhin - Curtain Call shot that hits like a Rammus - Powerball haha. I also didn't want to turn it into an execute ability. I didn't want his playstyle to turn him into a *Run Back And Finish Them Off* kind of ultimate, similar to Jhin - Curtain Call. I wanted it to be an ability that can set up team fights or break enemies attempting to fight.
Although I did toy with the idea of turning his E into terrain, it seemed to feel *too* relied upon. People wouldn't be using it as a *Flushing Out* or revealing or DoT tool, but less as an ability to combo with the Q - Tethers. I wanted to keep the purpose of the E - Flush Them Out to what it was designed for, and not used to empower the Q - Tethers further. Besides, there are many walls in League of Legends, no matter the map. With 600 range per shot, you can hit a wall from almost anywhere on the league map.
Well the drastic changes were power spikes of sorts. Right now his attack speed being capped in place of raw, base damage is strong, but is more of a detriment early on. People, as you have mentioned, with higher attack speeds can farm easier and put out more damage faster in a continuous fight early. These abilities are power spikes that he would grow into as the game progressed. The passives are also quite simple, albeit wordy (Sorry if its too wordy). Shrapnel deals AoE damage on attack, Combustive deals DoT, Flaring reveals targets. Put them together, and you get multiple people being revealed and set on fire by this monster with an even more monstrous bow.
You do make a good point that I do need to be careful around the attack speed debuff and cap, but I do want that aspect to stay as part of the kit (The numbers are open to change, like all the numbers in this kit concept). I want him to feel like a heavy hitter, not a rapid archer. Jhin would arguably suffer from the same deficit early on by being attack speed capped, the reload. I want him to feel capped early, but unleashed later.
I'm sorry if it feels like I shot down your suggestions, I really did take them on board and think about them. But I also want to defend the reasons I did what I did. I would say just keep in mind that all figures are subject to change. Thanks so much for the feedback though!

> [{quoted}](name=Ahris,realm=NA,application-id=yrc23zHg,discussion-id=JM40KzJ3,comment-id=0000,timestamp=2017-12-11T15:54:24.407+0000)
>
> Does Yasuo mid count? As yasuo top is consider meta i think
Haha no it doesn't, Yasuo mid is quite meta - ***However***, if you played AP Yasuo mid, now that's a different story! Would be fun to watch that.

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ooo i like this idea the q needs to be a short range fire attack im assuming scalling off hp for damage and low base damage maybe the w is a bite that takes a % of max hp for each head as true damage at the host of its own hp and e would be something along the lines of longer range spell that shoots in the dirrection of each head and slowing the target scales off ap and hp and regular passive would be healing or if you would take leathal damage insted remove all extra heads and heal a % of max hp for each head then put the heads on cooldown

What do you think if:
If you have 3+ heads, range on spells increases by X amount.
If you have 4 heads, all offensive spells deal a % of the target's maximum health.
The passive could be the Hydra Heads. The ultimate could be:
**R:** Inhale deeply, pulling in close range enemies slightly before letting out an extremely loud roar. The roar knocking back enemies and dealing X magic damage. The width, range, and damage of the cone increases based on the number of heads.

:
Very cool concept, good flavor text explaining how each ability works and why it does what it does. I see potential to pull very neat plays with this, and none of the abilities appear to be overpowered (except possibly in numbers, but numbers are never concrete with a design anyway)
overall 8 or 9 out of 10 for design, balance, and compelling gameplay. +1
{{sticker:slayer-pantheon-thumbs}}
Out of curiosity, did you draw any inspiration from the D&D Monk class?

Thanks for that!! I did not I'm afraid. I love D&D and creating classes from scratch, but I haven't used anything from 5e in a long time.
I had been toying with the 3-hit combo, the damage-sharing link, and the mark-enemies-for-healing debuff for a long time. I didn't think they'd be used like this, but - well, there you go!

**R**
**Passive:** Every time you lose 20% of your maximum health, you grow another head. Whenever you cast a spell, your other heads will replicate the same spell towards the same target. Maximum of 3 extra heads at 40% of maximum health. Subsequent spell damage after the first is reduced on all targets by 40/30/20% of it's original value.

:
The only thing I see wrong in a general sense is the energy costs, considering most champs with energy rather than mana have 100 Energy. With those costs, I doubt the champion would be able to use any if these in a combo, as most of the costs exceed 50, which is half of your energy bar depleted.

Someone created a post a lot earlier in the last year about a Car Salesman Illaoi. Where her tentacles are those float-y air things that look like poeple that wave in the wind outside the car dealerships. Not sure of the name of them. But yeah, thought you might be interested in the idea haha.
The other idea could be a Worldbreaker Illaoi, similar to that of Trundle, Nautilus, etc. Her tentacles could be made of living stone, that (when the tentacle is not active) fixes itself into the wall to look like a stone carving right out of an Aztec ruin.
Sorry, I know these aren't Dunkmaster Illaoi, just thought I'd share them anyway :P

:
I like the idea for the ult and I think it is really unique. But when it comes to his q it just feels so underwhelming compared to other champs in the game. I think for his q maybe you could make it so that when he leaps onto his enemy they get a slow. The reason I suggest this is because don't you think getting hit by a lamppost in the head would hurt. Maybe make you dizzy causing you to move slower before you regain your footing?

Good idea CJ! I changed the Q around a bit if you want to take a look. Basically:
* Defensive stance disarms the target briefly, rendering them unable to basic attack for the duration.
* Offensive stance dazes the target briefly, slowing their attack and movement speed by half. Jax's next basic attack against a dazed enemy will stun them for a moment.

:
Wow. I am flattered.
If you honestly don't think you can continue on with the creation, I'd be happy to keep it going for ya. However, I hope this won't stop you from making content in the future. I honestly think you have some talent. But I also understand the frustration of trying to continue something if you don't have the passion for it.
I hope to see more from you in the future, and I'll definitely keep you posted on the progression of this champ idea.
Cheers,
-Billcurme-

Go for it! No way, I love making champion concepts - I like creating lores, but I love creating whole champion frameworks. The skillsets are what drive me sometimes, but if there's a champion I love its because both the lore and the skillset work perfectly together. I'm working on three different concepts right now: A Jax Rework, A Champion who is another Watcher like Lissandra, and a champion revolving around a unique passive that league doesn't have yet. I haven't given up on champion creating, but I found that your ideas were polishing this champion concept really well and I'm big enough to admit when it should be handed over to someone who can appreciate it most haha.
Keep me updated here if you like, good luck with Ar'kah!
KIWI

:
Glad to see you liked the review! Too often have I left reviews and they were just completely ignored -_-
**Lore:**
I feel you there, on so many levels. I adore designing champions, and the lore is a big part of it. But I've also had a lot of my concepts just out-right ignored. Though, as a thought, you might try to enter them in the monthly CCOS (Champion Concept Open Stage), as that gives pretty good feedback, and wonderful exposure to your concept. I enter them nearly every month myself (though I almost never do well haha)
As for the lore, I can't speak for the rest of the community, but I know I personally would love to read more lore on this champion!
> **Kit:**
> For your kit, I do have some hard suggestions, if you don't find it too presumptuous. I still say this has the making of a great champion, and you have all the components for a decent kit there. Here's what I see being a decent work around:
>
> **Arcane Nourishment (innate):**
> Ar'kah slowly consumes nearby magic, using it as a source of nourishment and power for nearby allies. Whenever an allied champion or Ar'kah casts a spell, she gains a stack of 'Arcane Shard', stacking up to 6 times. Upon reaching 6 stacks, Ar'kah can click on a nearby allied champion, healing them for (5/level +5% ap) health over 3 seconds, healing every 0.5 seconds. This healing is a channel. Ar'kah cannot move while channelling this ability. If the target ally moves more than 250 units out or Ar'kah's range, the channel ends. (Range: 450)
>
> Alternatively, while at 6 stacks, Ar'kah can click on an enemy champion to send a wave of Arcane punishment towards the enemy, dealing (10/level +15% ap) magic damage to the target after 1 second. This effect can be used even while Ar'kah is channelling other abilities, though not while she is attacking or moving.
>
> **Essence Breaker (q):**
> **Cooldown:** 7s
> **Mana Cost:** 65
> Ar'kah empower's her next 2 auto-attacks within 5 seconds, causing them to deal an additional 20/30/40/50/60 (+10% ap) magic damage and interrupt channels. If the first auto-attack interrupts a channel, the second auto-attack instead deals 30/45/60/75/90 (+15% ap) magic damage, and causes Ar'kah to gain 2 stacks of 'Arcane Shard'. This ability does not go on cooldown until both attacks are used, or the 5 second window is up.
>
> **Voidmist(w):**
> **Cooldown:** 26s
> **Mana Cost:** 80
> **Range:** 550 (50 radius circle centred on target, +25 radius for each hostile magic-damage consumed)
> Ar'kah summons a small area of deep purple mist around target allied champion or herself, lasting 2/2.5/3/3.5/4 seconds. Allies within the mist gain 15/20/25/30/35 (+2% Ar'kah's max ap) magic resist. If an allied champion takes magic damage while within the mist, the mist consumes the arcane residue, growing larger and lasting for an additional 1.5 seconds. This cannot occur more than 5 times per each instance of Void Mist.
>
> Once cast, the location of the mist does not move with the champion that it was initially cast upon.
>
> Once the mist expires, if Ar'kah was within the mist, Ar'kah gains a stack of 'Arcane Shard' for each time the mist was expanded.
>
> **E:**
> Your on your own here. I could probably come up with a new idea, or rework your current passive into a viable active ability, but I'm not sure. Besides, this is YOUR idea. Don't want to steal too much of it from ya :P
>
> **Null Volatility (r):**
> **Cooldown:** 120/105/90s
> **Mana Cost:** 100
> **Range:** 400 radius circle centred on Ar'kah
> Ar'kah channels for 5/6/7 seconds, creating a large area of Void Energy around her for the duration. Enemies within the area become near-sighted, and have their movement speed reduced by 15/20/25% (+1% per 50 ap).
>
> In addition, whenever an enemy champion casts a spell while within the Void Energy, the area around that champion erupts after a brief delay (0.25 seconds), dealing 100/175/250 (+50% ap) magic damage to all enemies hit (50 radius circle), and Ar'Kah gains a stack of 'Arcane Shard'
This is just an idea for what you could do to the kit to make it more cohesive, have it play off of its own abilities, and make it a fun, nieche support. (Disclaimer! I am by no means an expert at designing champ ideas. I think this is a good start for a kit. Others may disagree.)
**Summary of your summary of my summary:**
All I can say is keep at it. I'm glad my comment was able to help you with your champion idea. And as for if I'm interested in seeing more from this champion idea in the future: I have designed like 6 Void Supports myself (none of which I've had the courage to post) so that is a most definite affirmative.
Cheers,
-Billcurme-

Hey Billcurme!
Firstly, sorry for not replying straight away. I've been away a couple of weeks and haven't had the time to check out the forums.
Secondly, honestly your suggestions are solid - which is why I want to give this concept to you. I may have started this and enjoyed it, but it sounds like you have the passion behind it to make this really good. I don't exactly have the drive to push this concept forward, as much as I enjoyed making the framework behind it. Feel free to take whatever you'd like from this concept and make it into your own. Just make sure you keep me in the loop - I'd love to see how this turns out! I just don't think I could do it, but you could.
Thanks for taking the time to give your two cents on it, and I hope you have as much fun creating this champion as I did!

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Hello! Billcurme here! Thought I'd pop in and give you my 2cents on this champion idea, seeing as a) you currently have no reviews, and b) this champion is pretty much designed for me (support main who loves Void Champions) I hope this review will help you solidfy this champion into a grand concept: if not, feel free to ignore everything I say!
As their isn't much for the lore, I'll get that out of the way now.
**Lore:**
I can dig it. All Void champions have something that they hunger for endlessly (sans Rek'Sai, who just hunts you because you entered the wrong neighbourhood), and hungering for magic and essence is something we haven't encountered yet. It adds something new to the roster without going against the established lore. Also, the way you described it makes it sound like it could definitely be something a support champion does, so bonus points for that.
Honestly, the best advice I can give here is to give the lore some love. Expand it. Make it bigger. Add some meat to it, with fun little details and the like. Right now what you have is a basic layout. I believe if you put some effort into it, it could turn out to be a fantastic lore for the League.
Now, to move onto the abilities, and see how this champion plays in-game.
**Kit:**
**Essence Eater (innate):**
> Every 75 (-3 per level) seconds, a hostile spell that comes within 200 (+10 per level) range of Ar'kaj is eaten by her, destroying the spell and any effects it holds. Ar'kah then uses that magical energy consumed to reduce any active cooldowns by 2 seconds. She takes 50% of the damage the spell would do but takes none of the crowd control effects associated with the spell.
Um. Ummm. Ummmm. This... is really god-damn powerful. Every 75-24 seconds, you just EAT a spell, taking half the damage and nullifying its other abilities. That is insane. Not only is that powerful enough just their, but it also means that you can shield your carry _just by being near them in lane!_ And because it's a static cooldown, their is no real counter-play to it! It's just there, and will be there quite often. Also, you reduce your cooldowns, just because what you had before wasn't enough.
This ability is insanely powerful. The only draw-back is its abysmal range, but honestly you won't often be that far from your allies anyway. Also, bear in mind, that this could potentially consume ults do to your wording. A Viktor ult does nothing but a single tick of damage to you and you alone. Ezreal ult is stopped dead in its tracks. Ziggs ult is stopped from hurting your entire team by your passive. Honestly, it's just way too overloaded.
Now, to clarify: I don't hate the idea of eating spells. You just need to do it more _strategically_ than this. I'd move this to an ability (maybe your ult?) and have it be something you have to aim to consume the spell. Maybe like a brief delay into a dash, where you eat the first spell hit? You can still consume enemy ults, but it's not just an instant win.
**Evocation Consumed (q):**
Okay, I do like this ability, but it honestly feels like they should be two separate abilities. For the one thing, it fills two of the Void champions most common themes: Stacking something, and Augmenting an auto-attack. But lets look at the two effects one-at-a-time.
The passive is a nice little heal for your allies that becomes more powerful the more spells cast nearby. It's kinda like a Maokai Passive meets Taric q meets Alistar Passive. I do think the range, and the fact that it heals all nearby allies is a little strong--not to mention the fact that it's hard to use effectively as it'll proc off of any spell you cast.
Your active, on the other hand, is a wonderful anti-channeler auto-attack ability. Maybe a little too wonderful, though. The damage is pretty decent as it is, while adding on the intterupt and silence is just gravy. However, doubling the magic damage is pretty scary. While it's not super common, whenever you do manage to hit an enemy that is channelling something, it's gonna really mess up their day. (R.I.P Ezreal/Lux bot lane)
Honeslty for this ability, I'd split up the two effects. The Heal is wonderful to have on a support, and the intterupt is great for the anti-mage support trope you seem to be going for. Right now, though, having both abilities tied to one ability slot seems a little too strong. In particular, that means you get both you heal, _and_ a decent damage ability for 1 level up. That really is a little too much.
**Voidmist (w):**
I like this ability. It's a unique idea with an interesting nieche to fill in. I worry that having the duration scale off of 75% of your ap is kinda ridiculous, and you should probably add a little note on how allies that attack while camo'd by this ability reveal themselves and can't camo again for a certain amount of time. Also, I've mentioned above that negating an enemies spell is a little too powerful. Maybe just have the mist increase magic resist based on rank in the ability and your ap? Other than that, though, the ability seems pretty solid. I like.
**Void Rift (e):**
Okay, this ability feels a little weird. This is the kinda ability I'd throw on a mid or top lane champion. On a support, however, it feels really strange. And a little too powerful. And by a little, I mean a lot. All three of the summons are pretty strong minions, and the fact that you can summon on a potential of under 10 seconds with max ranks and cdr, with no apparent limit to how many you can have out at once? That is just crazy strong. Honestly, I'd just scrap this ability. It doesn't fit your champion's playstyle or role, and all in all adds too much power and clunky-ness to your champion. I'd suggest either moving half of your Q over to this ability, or else giving your Support some form of CC to help lock-down your opponents.
**Null Volatility (r):**
Problem 1! This ability is too similar visually to your W! Riot loves their clarity of abilities and champions. This is one thing that should be cleared up ASAP.
Now, for the rest of the ability: That's an interesting way to discourage spell casting. Actually having a mist damage and shrink with each enemy spell cast within is a really fun idea. The numbers would need to be crunched out, but honestly, I like it. I'm really glad this ability doesn't have hard CC or any silence involved: it doesn't need it. Just creating a zone where casting spells inside harms the caster (and potentially their allies) is enough of a deterrence. Really, all in all, I like this one.
**In Summary:**
The potential is their. An anti-mage Void Support isn't something we have in the league at-the-moment (or at least not in Meta. {{champion:38}} Stupid Support Kass grumble grumble) However, I think the champ could use a fair amount of polish. The Lore could use some expansion and love, and the kit needs a bit more clarity of purpose and for some of the unnecessary chaff to be cut. However, I think you've got a really nice start here. Keep poking at it, work through your ideas, and keep doing your best, and I promise you this will end up being a truly wonderful champ idea.
Cheers, and I hope this review helped. If you have any questions for me, feel free to ask.
-Billcurme-

Hi there!
Honestly I was really surprised when I got a full review of this champion concept. Thanks for taking the time to have a look over the concept, and I'll do my best to respond to each one individually.
**Lore:**
So I wont lie, I usually do really big lores for just about every champion concept. I love writing lores as they're one of my favourite pieces of a champion's kit. However, the last 5 or 6 times I've written a full lore about a champion concept the concept has just been ignored. It felt like time wasted and it made what I liked doing into more of a chore to me. So I pretty much made a deal with myself that I would do a full lore if the concept itself was generally approached by readers. I'd happily add some more lore though, so thanks for the advice!
**Essence Eater:**
Okay so there is nothing I can disagree with here if I'm honest haha. I do agree it is a strong ability with no counter-play as such other than requiring the enemy champions to burn a non-essential spell before engaging fully. Looking at it there are two ways I could go with this:
* **Find** a static cooldown, such as 45 seconds, and keep the passive small. Instead of just eating a random spell within range, your passive would instead mark allies within **X** range. If a spell would hit them or yourself, you would eat it instead. So instead of relying on a spell to just enter range, you actually mark allies passively and wait for it to hit someone. This would require the reworking of **Voidmist** however as they are really similar.
* **Change** the passive entirely. It is similar to **Voidmist** already, so perhaps move the passive from **Evocation Consumed** to the Innate.
**Evocation Consumed:**
The passive was quite strong, and at the time it was less about flowing and more about keeping the idea of her *consuming magic* as tightly knit as possible. As suggested, I could move this to the Innate or make it an ability of its own.
The active, when I made it at the time, was a bit of a rough one to come up with. I was still struggling with the idea of *"Do I make this a mage or a support?"*, and because of that I kind of made the best of both. I think keep the first part of the active, where you interrupt someone and deal magic damage on the next auto attack, but change the next part of the active:
**When you interrupt a channeling with this ability, you** ***(1. Take the magical energy and reduce all your active cooldowns by 2 seconds)*** **or** ***(2. Grant yourself three stacks of this ability's passive)***. Thoughts on that one?
**Voidmist:**
So I'm sorry for the typo there, but the scaling was 0.75% ability power. This meant that at 100 ability power you added .75 seconds, and even if you were to build full ap with an average of around (At a guess) 600 ability power, the increased timer would be 4.5 seconds. The scaling might be too much to balance though so I might remove it in favour of a static timer that scales with the ability's level. If I remove this champion's innate ability, I might keep Voidmist how it is - but if I keep the innate, I might change this to when an **ally** casts their next spell or something of the like. Will think about this one further.
**Void Rift:**
I won't lie to you, this one was put in as a placefiller. I could not think of something that followed on the theme of what I was looking for. That was my mistake, and I should have thought about it further. I might still keep the ability for when I create another concept, but for now I will probably scrap this ability.
**Null Volatility:**
I'm glad you liked the concept for this one! This was the big one I was revolving most of my kit around - this ability and the theme of a magic-eating void champion. I was trying to aim for something that was a silence without it being a silence, which sounds weird but a silence is really just a hard way to discourage spellcasting. This was a softer method meant for discouraging spellcasting, while still providing drawbacks for if you do. A *soft silence*, if you like.
**Summary to your Summary:**
Thanks again for the feedback! I do agree with a lot of your feedback, but overall there will need to be massive changes made - more than just little polishes. I might re-make the whole champion concept in a brand new post, just so I can lay out my ideas clean and fully. If you are still interested in the Void Support concept, then I'd be more than happy to keep you in the loop with how it's going. Thanks again!

It may just be an observation, but the Divers you've mentioned as well tend to be played as a form of Off-Tank as often as they are played full damage. Rengar, Vi, Hecarim, Camille - Although you do see a lot of full damage versions of these, in Rengar's case (just as an example) there seems to be a lot who build tankier with items such a Spirit Visage and Dead Man's Plate. You don't see many assassins built off-tank like you do the Divers.
Not sure if that observation was 100% accurate, but that's just what I noticed.

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It depends on how you want to build the ability. You need to consider cases when people build tenacity but also decide if you want the ability to be instant or delayed.
If you want to keep it instant, 1.5 seconds at level 16 is fine. You are creating a support and supports are usually behind in experience.
So when the support hits lvl 16, people are usually close to full build.
An other avenue you can take is to keep a constant 1 second duration (if the ability is instant) but reduce CD, increase cast range, increase zone effect per level the ability gains.

The other option I was pursuing was a stun that varied in length based on the number of people caught in the dream. Because forcing more people into a sleep would be draining to Lucia lore-wise, the stun length would also be shorter. so what do you think of:
If 1-2 champions (Ally or Enemy) are forced asleep, The stun is 2 seconds on enemy champions. If 3-4 champions are forced asleep, the stun is 1.5 seconds. If 5+ champions are forced asleep, the stun is 1 second for enemies.
The scaling per rank would reduce cooldown, increase cast range slightly, and make the area of effect slightly larger by about 50 units per rank.
Thoughts on that one?

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Heya there, quick questions from me:
-Can ennemy players see you when you move during Dreamwalk (passive)?
-What's the projectile speed of her Q (abour same speed of Vel'koz W or Morgana's Q)?
-How do the images of W spawn? Triangle/cone in front of target? In a line?
-I can see her ultimate being undrrwhelming if the stun duration isn't increased. Increase it to 1/1.5/2 seconds but add a delay of 0.5 or 1 second before her ult triggers after the initial cast.
Good concept so far, you just need to give more clarification.
Keep up the good work!

Hey hey, sure:
- Yes enemy players can see you. Think of yourself like Ekko's ghost from his Chronobreak - untargetable, but visible.
- The Q is more similar to a Vel'Koz Q or slower, maybe verging on Lulu's Glitterlance (Q).
- Triangle in front of the target. More like a wall around the target than a line in one direction.
- I increased the stun to 0.5/1.0/1.5, but thought better of it at the last second. Think it needs to be longer?
Thanks for the questions! Feel free to ask away if you have any more!

Ah yeah you're right, wasn't thinking about that! It was along the lines of "Lucid", so thanks for that connection. As for Nocturne, that's where I was working on in the lore and have updated it if you feel like a read of it.
EDIT: I've tried to upload a full lore 5 times now, each one handwritten, but the forum will not update it. Sorry, I cant upload a full lore right now. The rundown of the lore was:
* The Dreamscape is a vast world where all of the Dreamers' constructions and innovations come to life.
* The Dreamers are those who enter the Dreamscape, but do not have any control over the Dreamscape nor the ability to recognize they are in a dream.
* Those Dreamers who become engrossed in the Dreamscape often are near impossible to find. The more ingrained they are in the dream, the more unknowingly they become the dream themselves.
* Lucia saw a boy (Who was clearly a Dreamer, not a construct, by the way he was amazed at all the constructs) and followed him.
* The boy entered an old hall designed by another dreamwalker, Marco. Lucia was there when Marco created the hall.
* The boy sat down in front of one of the fires inside and got lost staring at the flames. Lucia wa abut to leave when she noticed the boy's shadow.
* Nothing in the dreamscape, not contruct, dreamer, nor dreamwalker, creates a shadow.
* The shadow contorted before swallowing the boy. It paralyzed Lucia in fear as it advanced on her.
* Lucia shattered that aspect of the dreamscape, destroying the hall and the shadow disappeared.
* She woke up and realized it was a nightmare. Nightmares are normally contained in the Dreamer's head, never making it to the landscape. A nightmare powerful enough to cross the border was spawned from something.
* Lucia set out to find the nightmare and it's creator, and find a way to trap the nightmare back within the host before the nightmare realizes it could change the Dreamscape into a nightmare for all Dreamwalkers and Dreamers.

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I saw a really cool post on an Instagram account that does League of Legends skin concepts (@lol_skin.concepts):
https://instagram.com/p/BRDhMuulJRl/
-Elderwood Illaoi
-Branches/roots/thorns instead of tentacles
-This is my personal favorite, as it meshes with her theme and would have the effect of being enveloped by the forest. Particles would look great.
-Gatekeeper Illaoi
-Spectral hands similar to those in the new Galio's Q animation coming up from the ground
-Meshes with her theme arguably better than Elderwood, as the hands are dragging you to the underworld.
-Warden Illaoi
-Not sure how to describe the tentacles on this one, look at the picture for a good idea
-The concept that she is protecting something and fighting for good could be a cool spin on her current lore, and the particle effects look great.
-Marauder Illaoi
-Axes on chains instead of tentacles
-Personally I think this would be the least likely but it still looks dope.
Overall, the Elderwood and Gatekeeper ones are highlights for me, and I would love to see them come to fruition.

Some of these skins were exclusive for a reason, and were difficult to obtain, such as Medieval Twitch. To older players, if you were to make this suddenly accessible, it would feel like you were taking away something that marks them as some of the original players or players who put in a lot of effort back in time would feel like they were cheated out of it.